Although a growing number of research articles in recent years have treated the role of informal settings in science learning, the subject of the history of science in museums and its relationship to informal and non-formal education remains less well explored. The aim of this review is to assemble the studies of history of science in science museums and explore the opportunities for the further use of the history of science in science museum education practice.
The use of mobile devices for informal learning has gained attention over recent years. Museum learning is also regarded as an important research topic in the field of informal learning. This study explored a blended mobile museum learning environment (BMMLE). Moreover, this study applied three blended museum learning modes: (a) the traditional museum visit accompanied by a learning website, (b) paper-based learning sheets used during museum visits accompanied by a learning website, and (c) an interactive mobile learning system used during museum visits accompanied by a learning website (i.e
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TEAM MEMBERS:
Huei-Tse HouSheng-Yi WuPeng-Chun LinYao-Ting SungJhe-Wei LinKuo-En Chang
The authors describe a study of programs to deepen families' scientific inquiry practices in a science museum setting. The programs incorporated research-based learning principles from formal and informal educational environments. In a randomized experimental design, two versions of the programs, called inquiry games, were compared to two control conditions. Inquiry behaviors were videotaped and compared at pretest and posttest exhibits. Family members were also interviewed about their perceptions and use of the inquiry games. Results indicated that visitors who learned the inquiry games
3D interactive virtual reality museum exhibits should be easy to use, entertaining, and informative. If the interface is intuitive, it will allow the user more time to learn the educational content of the exhibit. This research deals with interface issues concerning activating audio descriptions of images in such exhibits while the user is navigating. Five methods for activating audio descriptions were implemented and evaluated to find the most effective. These range roughly on a passive- active continuum. With the more passive methods, an audio explanation was triggered by simple proximity to
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TEAM MEMBERS:
Briana SullivanColin WareMatthew Plumlee
A multimodal semiotic approach is applied in this chapter to three examples to illustrate how the use of digital technology in museums and galleries can re-mediated the visitor experience (Jewitt, 2009; Kress, 2009). The examples are selected to expand upon the themes raised in Chapter X. They each explore different technologies, contexts and purposes and to illustrate the successful use of digital technology in exhibitions, galleries, or interventions: 1. You Tube and Flickr: The Weather Project by Olafur Eliasson at the Tate Modern Museum; 2. Interactive artefacts, virtual tours and Websites
This article deals with a pioneering project currently being developed, namely, the Exhibition on Testing and Measurement. This interactive traveling exhibition will be presented in science museums in Israel, the United States, and other countries. It has been conceived as an innovative means of familiarizing the public with educational measurement concepts and scientific principles. The exhibition will initiate and encourage a dialogue regarding the social aspects of testing. Science centers and museums can play a vital role in helping to forge a more authentic relationship between science
This is a study of the opportunities currently provided by interactive science and technology centres for visitors’ engagement in the field of acoustics. E-mails, requesting a description of exhibits on acoustics (sound and hearing) in use, were sent to members of staff of interactive science and technology centres around the world as well as to companies that design and sell exhibits. Eighty-seven descriptions of distinctive interactive exhibits were received and analysed. Results show that: there are few analogy-based exhibits concerning the more complex aspects of acoustics; narratives
This article from Daedalus explores the question (framed by an American Association of Museums AAM publication) of how museums can help to nurture an informed citizenry and address the challenges and opportunity of a global society.
When children encounter museum exhibits, they find rich opportunities for action, perception, learning, and other forms of cognition. Can we see systematic organization in the children’s behavior, and by extension, their cognition? What would count as evidence of this organization? Based on an account of cognition as embodied, situated, and culturally mediated, this research illustrates how some cognition can be directly observed, manifested through interactions among modalities, people and objects in a distributed cognitive system. This field study uses micro- and macro-analyses of behavioral
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our
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TEAM MEMBERS:
Michael HornErin SoloveyR. Jordan CrouserRobert Jacob
In this paper we describe the design and initial evaluation of a tangible computer programming exhibit for children on display at the Boston Museum of Science. We also discuss five design considerations for tangible interfaces in science museums that guided our development and evaluation. In doing so, we propose the notion of passive tangible interfaces. Passive tangibles serve as a way to address practical issues involving tangible interaction in public settings and as a design strategy to promote reflective thinking. Results from our evaluation indicate that passive tangibles can preserve
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TEAM MEMBERS:
Michael HornErin SoloveyRobert Jacob